Code: Select all
(sum of base components except propulsion hp) * (upgraded body hp) / (base body hp) + (base body hp * base propulsion hp) / 100
I have a patch to let you modify every component's hitpoints from scripts (and hence researches), but that would really screw with the hitpoints calculation in one way or another.
The most logical calculation IMHO would be
Code: Select all
(sum of upgraded components except propulsion hp) + (upgraded body hp * upgraded propulsion hp) / 100
Adding separate upgrade effects for each component to each armour upgrade would be rather nasty, as we would need to classify weapons to filter for cyborg vs droid, and then have one effect for each of the components for each upgrade. But maybe worth it?